blender/source/gameengine/Physics/common/PHY_Pro.h
2011-02-22 12:42:55 +00:00

66 lines
2.7 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
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* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file PHY_Pro.h
* \ingroup phys
*/
#ifndef PHY_PROPSH
#define PHY_PROPSH
#include <MT_Scalar.h>
// Properties of dynamic objects
struct PHY_ShapeProps {
MT_Scalar m_mass; // Total mass
MT_Scalar m_inertia; // Inertia, should be a tensor some time
MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI
MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI
MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
MT_Scalar m_clamp_vel_max; // Clamp max velocity
bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
};
// Properties of collidable objects (non-ghost objects)
struct PHY_MaterialProps {
MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic
MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
MT_Scalar m_fh_spring; // Spring constant (both linear and angular)
MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
bool m_fh_normal; // Should the object slide off slopes?
};
#endif //PHY_PROPSH